Gauntlet03 Gauntlet03

[MOD] Gauntlet's Race Mod (UPDATED R-1.7 for Retribution 4.21!)

[MOD] Gauntlet's Race Mod (UPDATED R-1.7 for Retribution 4.21!)

GRM R-1.7 FOR RETRIBUTION NOW AVAILABLE!

The GRM Universe now has a Wiki!

https://sites.google.com/view/stellar-codex/home

 


What IS Gauntlet's Race Mod?
Gauntlet's Race Mod is the premier custom race mod for Galactic Civilizations 3 and also provides an array of additional content to improve your game experience. There are versions of GRM for both Crusade and non-Crusade, however the non-Crusade version will generally go unsupported.

GRM Offers
30+ Custom Ship Styles that the AI will use!
40+ Custom Races
50+ Ship Appearances
15+ Minor Races (who start with some colony ships!)
100+ Race Portraits
100+ Backgrounds
200+ Race Logos
600+ Citizen Portraits

Replaces the Anomalies and greatly increases their diversity and coolness!
Replaces all Mercenaries from the Bazaar
Replaces the Mines and Bazaar models
Replaces the Pirate models and grants them a few starting ships!
Adds additional Abilities!
Adds additional Starting Ship Combos!

 
 
KNOWN ISSUES and USE
1) If you use this mod for your own ships/races/etc. a brief credit to this mod is appreciated. 

2) Turn ship-trails off, I use engines as parts in turrets and hulls, it can be distracting.

3) If you experience performance issues, it is most likely the result of the heavy use of animations in any/all of my ship models, or otherwise GC3's general issues. If you experience issues, I recommend either playing with less total races, less races utilizing the ship sets, or otherwise upgrading your PC.
 
4) Under no circumstances may you upload any of these ship designs or factions to Steam.



THANK YOU
Please reach out and report any glitches/bugs, any ships with clipping or other issues. Also it would be great, if you end up adding to the designs using the custom components, for you to share them with the community! Please credit the mod if you do!

Special thanks to: 
Horemvore for his helpful attitude and Diplomacy UI mod!
R3bel02 for one of his logos. 
JP193 for submitting a design via the contest.



Thanks for reading, and stay tuned for more!

 


 

 DOWNLOAD THE MOD HERE!

Installation instructions here:

 

 

 


 

SHOWCASE VIDEOS

 

4,486,481 views 1,416 replies +17 Loading…
Reply #451 Top

Just downloaded the mod, so far I'm liking it. Love the description of the different races. I was wondering if there's any more that you've written up about them and published somewhere, it seems like a good story.

Reply #452 Top

Hey there! Thanks for the interest, if you haven't checked out the wiki, then there is a good chunk more about the GRM universe for you to read!

https://sites.google.com/site/gauntletsshipyard/00-galactic-timeline

I'd start with the timeline and the Empires section goes into the different races in more detail.

 

Thanks!

Reply #453 Top

Gauntlet

 

Just tired the latest BETA with GRM and got this error:

C:\Users\----\My Games\GalCiv3\Mods\GSM\Game\GalCiv3GlobalDefs.xml(1251,19): error:
element 'InfluenceVictoryProgressInfluenceDeadZone' is not allowed for content model '(MaxNumTurns,CreditsAndPowerCap,DefaultTileMoveCost,MinTileMoveCost,ExploreTileRandomRange,MinManufacturingSlider,StartImprovementLevel,

StarbaseModuleSalvageMultiplier,ShipyardMaxSponsorCount,ShipyardSalvageMultiplier,BaseStarbaseDef,VigilantStarbaseDef?,

BaseShipyardDef,GamePacingPacingDef,ResearchRatePacingDef,BaseMiningBaseBuildTime,NonStackingEffects*,ManufacturingSliderLowerScalePoint?,

ResearchSliderLowerScalePoint?,TaxesSliderLowerScalePoint?,DefaultEjectTile,RushCostMultiplier,CapitalImprovement,CivilizationCapitalImprovement?,

IdeologyTraitBaseCost,CoercionForgiveness,CoercionMaxPenalty,PopulationToProductionExponent,PopulationToProductionMultiplier,GlobalTriggers*,

GlobalCombatMods*,GlobalFactionMods*,GlobalColonyMods*,GlobalInterColonyMods*,GlobalCapitalColonyMods*,TradeRouteInitiatorMods*,

TradeRouteRaidMods*,TradeRouteRaidPathMods*,WarWithFavoredCivMods*,DefenseDamageWeaponMod,MinimumDamage,ApprovalToGrowthCurve,

ApprovalToProductionCurve,ApprovalToInfluenceCurve,ApprovalToResistanceCurve,ApprovalHappyThreshold,ApprovalContentThreshold,InfluenceMinToClaim,

InfluenceRadiusRoot,InfluenceBellCurveTargetDivisor,InfluenceFactorOnTakeover,InfluenceFalloff,GrowthDecay,DiplomacyViewCameraMovementEasingCurve,

EngineTrailWidthCurve,NumFreeStarbases,AdditionalCostPerStarbase,RequiredStarbaseSpacing,TacticalBattleArenaSize,TacticalBattleMinHitChance,

BattleMinFireDelay,BattleMaxFireDelay,MinShipPopulation,DefaultShipPopulation,ReservedColonyPopulation,MaxPopulationSourceDistance,

LoadTransportPopupWndDisplayMultiplier,LoadTransportPopupWndScrollbarNumStepsMultiplier,GraphVerticalRangePadding,GraphMaxNumFactionsToDisplay,

MainMapGraphLineThickness,MainMapGraphMaxTurnsRange,GraphsScreenGraphLineThickness,TechTreeLineInsetDistance,TechTreeHorizontalSpacing,

TechTreeVerticalSpacing,TechTreeClusterSpacing,TechTreeScreenCenterX,TechTreeScreenCenterY,TechTreeMarginX,TechTreeMarginY,TechTreeCenterViewOnSelect,

TechTreeIsDraggable,TechTreeMomentum,

 

Not sure if I have something wonky with my setup or what, thought you might be interested.

 

Thanks,


Reply #454 Top

1.71 beta will give you issues, some new stuff in GC3GlobalDefs.xml which will prevent mods built on anything other than 1.71 from loading if they edit/include said file in thier mod. Same goes for StarbaseModules.xml.

Reply #455 Top

Thought that might be the issue.

 

Thanks

Reply #456 Top

Hi Gauntlet. I had to reinstall GRM 4.0 to finely get it to work with 1.71. But apparently GSM is broken got a error when trying to start the game. Deleted GSM and the game runs fine. Thanks for your hard work. :beer:

Reply #457 Top

Hey there! Think I got GSM working properly Uploading shortly.

Reply #458 Top

Cool... your mod is Awesome. :beer:

Reply #459 Top

Sorry for the delay, some brief account issues (user error this time!)

 

Anywho, new version of GSM Available. Seems to work fine with 7.1

Reply #460 Top

I have downloaded the mod and pretty close to installing it.  If I want to uninstall it do I need to track down each individual file and delete it?  There are quite a few files.  If that is the case how do I know what to uninstall?

Reply #461 Top

Quoting Gauntlet03, reply 459

Sorry for the delay, some brief account issues (user error this time!)

 

Anywho, new version of GSM Available. Seems to work fine with 7.1
End of Gauntlet03's quote

No problem. I'll download it and try it out this weekend and let you know. Thanks for all your hard work. :beer:

Reply #462 Top

Thanks guys!

 

Regarding uninstall. If you watch the install video I provide, that covers uninstallation as well. That being said, uninstall is very annoying.

 

1) Go into the directory, remove the GRM labeled files in the design folder/startup folder.

2) Remove the GRM Bazaar files in the directory and replace with the original (backup copies of the original file are provided in the GRM download incase you forgot to backup yourself)

3) Remove the GRM mods located in your mods folder.

4) Remove the various GRM files in Factions, Logos, Designs, and Portraits, Background folders.

 

Experimental Alternate uninstall method:

1) Do steps 3 and 4 above, then verify the game integrity in Steam, I think this will replace the bazaar files and delete the startup preview ship files. (could be wrong though!)

 

Wherever possible I labeled files "GRM" in the front to make this process easy, but its still quite annoying. Though, the content in step 4, is useful even without the rest of the mod and won't hurt anything by leaving it there and thats the most annoying stuff to sort through in my opinion.

 

 

But ya know... once you install GRM, you are not going to look back anyways :)

Reply #463 Top

Quoting Gauntlet03, reply 462

But ya know... once you install GRM, you are not going to look back anyways
End of Gauntlet03's quote

 

HAHA!

Reply #464 Top

Quoting Gauntlet03, reply 462

But ya know... once you install GRM, you are not going to look back anyways
End of Gauntlet03's quote

:grin: :beer: True So True

Reply #465 Top

Yeah. Sadly things have kept me away from working on the mod or making videos, but I hope to change that in a couple months.

Reasons... which I feel like sharing for no real justifiable reason...

1) Bought a condo, woot, the decorating/work continues.

2) Stellaris (sorry, GC, I'm a fickle lover)

3) My miniature gaming love is eating my creativity right now (Dropzone Commander for those intrigued)

https://flic.kr/s/aHskjz49VQ

 

Also work (like woah... like wow... I'm an implementation coach/consultant and my workload is more than doubled this year all of a sudden) and also sick cats :(

 

Reply #466 Top

Gauntlet...Thankyou for the response I really appreciate it.  I somehow had overlooked the video (if it was a snake it would have bit me)!  It is quite helpful and informative.  From what I can tell this mod may may make it not possible to play online or am I mistaken?  I'm still getting my feet wet and actualy enjoyed an online game..a few crashes but it was easy to restore a game and get back in the fray.  Am I correct about online functionality? I know the game has an option for allowing mods to be turned off or on so that the game can be played online.  Thanks again!

Reply #467 Top

I would probably recommend reinstalling the game over uninstalling the mod.

Reply #468 Top

Quoting admiralWillyWilber, reply 467

I would probably recommend reinstalling the game over uninstalling the mod.
End of admiralWillyWilber's quote

 

Hmm?

 

@ Byeohazard -No Mod works with MP.

Reply #469 Top

correct.....but there is an option to have mods enabled or not in the options. Was wondering if it could be deactivated with the option so that online play could take place..although from the video it appears that files are replaced so I kind of doubt online works at all once installed.

Reply #470 Top

Unchecking "Enable Mods" will deactivate all mods with out "uninstalling". Requires a Game reboot to take effect.

Reply #471 Top

Quoting Gauntlet03, reply 465

3) My miniature gaming love is eating my creativity right now (Dropzone Commander for those intrigued)
End of Gauntlet03's quote
Impressive work! :andrew: :beer:

Reply #472 Top

Quoting Byeohazard, reply 469

correct.....but there is an option to have mods enabled or not in the options. Was wondering if it could be deactivated with the option so that online play could take place..although from the video it appears that files are replaced so I kind of doubt online works at all once installed.
End of Byeohazard's quote

 

That is an excellent question. GRM does (grudgingly, sadly, angrily (yes, I'm angry that this was required for cosmetic changes) alter/replace some core game files. However, none of these files control gameplay/data/content, so I'm not certain if it will crash multiplayer.

I'll try to find out, but I'm stuck with no access to GC3 until Monday, so if anyone can check for me, its appreciated. I suspect MP will still work since the only replaced file is the ship file for the bazaar and its still the same file name, but you never know until you try it.

 

That being, that is the only thing GRM relies on altering core files for, so if you simply removed it and restored the original bazaar file you would be good to go and still have the majority/important part of GRM installed.

 

Happy playing!

Reply #473 Top

Just checking back.  I have not tested because I have a couple multiplay games in progress and would rather wait until they finish before I do any shuffling around.  Thanks in advance for any info.

Reply #474 Top

I've got the latest version of the mod running, it's been working flawlessly so far. Hope life calms down for you, Gauntlet!

Reply #475 Top

Starting too! Managed to open GC and tweak some ships this week and this weekend is empty so I'll be reviewing the new ship parts.

 

Planning to get back to work on this, so I need to try, to finish the merc replacements. 

 

I haven't been able to get MP to work even, without any mods lol so I've failed royally to test this byeohazard.